/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODImporterData.h
Store a new raw mesh in the bulk data.
void SaveReductionData ( [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & BaseLODModel, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FMorphTargetDelta](API\Runtime\Engine\Animation\FMorphTargetDelta) >> & BaseLODMorphTargetData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )